On Fri, Sep 7, 2012 at 6:25 AM, Vespe Savikko <[email protected]> wrote:
> Hi,
>
> Although this is an old issue, I could explain how I finally
> got it resolved: I simply moved the LuaSocket dll (core.dll)
> outside of LuaRocks after the installation. From then on,
> the dll no longer interfered with the LR functionality.

Thank you for bringing it back to my attention. Regarding your comment
in your original message:

> So it seems that LR itself is not shielded from the modules it installs?!
> At least not in my system.

Yes, it's not shielded, and it was intentional, so that LR would not
depend on third-party command-line tools when equivalent Lua modules
are available.

I especially wanted to have this behavior on Windows so we could add
all the necessary modules to the Lua for Windows distro and ship
LuaRocks without needing any extra "Unix-simulation" .exe's such as
the ones we ship in the LuaRocks win32 .zip file.

Unfortunately, reality seems to get in the way of good intentions:
using extra modules from within LuaRocks causes problems on Windows,
since one can't remove a rock that's in use because of the particular
filesystem semantics of Windows.

I'm thinking of disabling the use of native Lua modules inside
LuaRocks altogether on Windows, to avoid that problem. That would mean
that we would stay dependent on those extra .exe's -- I'd like to know
what Windows users think of this situation; if it bothers you or if
its basically transparent.

An alternative would be for LuaRocks to keep its own copies of some
modules [*]. It wouldn't be able to internally update them (or
itself), however. In the long term, a semi-automated update scheme
could be made possible with some kind of kludge (a wrapper
luarocks.bat that executed "scheduled operations" after luarocks (the
Lua program) finished executing?).

[* that would bring some extra maintenance burden, so I'm not going
for that unless users see a real need for this]

Now, the particular bug you had shouldn't be related to the problem I
just mentioned. I just took a look at both the LuaRocks and LuaSocket
sources and I managed to reproduce it: an invalid value for the
"proxy" variable broke LuaSocket (function adjustrequest in
socket/http.lua validates the "host" variable but does not re-validate
it after it was changed by adjustproxy). You probably forgot to add
"http://"; at the beginning of your proxy URL.

I just pushed a commit to LuaRocks adding a test to work around this issue.

-- Hisham

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